0% found this document useful (0 votes)
3 views4 pages

Computer Graphics Units 1 To 3

The document covers the fundamentals of computer graphics, including definitions, classifications, and applications, as well as hardware and software developments. It discusses scan conversion techniques, 2D and 3D transformations, and various clipping methods for 2D and 3D graphics. Additionally, it explains projection types, including parallel and perspective projections.

Uploaded by

monu478634
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
3 views4 pages

Computer Graphics Units 1 To 3

The document covers the fundamentals of computer graphics, including definitions, classifications, and applications, as well as hardware and software developments. It discusses scan conversion techniques, 2D and 3D transformations, and various clipping methods for 2D and 3D graphics. Additionally, it explains projection types, including parallel and perspective projections.

Uploaded by

monu478634
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

Computer Graphics and Multimedia - Notes (Units 1 to 3)

UNIT 1: Fundamentals of Computer Graphics

Fundamentals of Computer Graphics:

- Definition: Computer Graphics is the field of visual computing where one utilizes computers both to generate

visual images synthetically and to integrate or alter visual and spatial information sampled from the real

world.

- Classification:

- Interactive vs Non-interactive graphics.

- 2D, 3D, and Animated graphics.

- Applications: CAD, Gaming, Movies, Virtual Reality, Scientific Visualization, Simulators.

Development of Hardware & Software:

- Software: Graphic libraries (OpenGL, DirectX), graphic drivers.

- Hardware: Graphics cards (GPUs), CPUs, memory, display units.

Display Devices:

- CRT, LCD, LED, OLED - all used to visually represent graphic output.

Hardcopy Devices:

- Printers, plotters - convert digital graphics to physical prints.

Interactive Input Devices:

- Mouse, Keyboard, Joystick, Light Pen, Touch Screen - for user input.

Display Processor:

- Special hardware that accelerates image generation and rendering.

Line Drawing Algorithms:

1. DDA (Digital Differential Analyzer): Uses floating points; slower.

2. Bresenham's Line Algorithm: Uses integers; faster and efficient.


Computer Graphics and Multimedia - Notes (Units 1 to 3)

Circle Drawing Algorithm:

- Bresenham's Mid-Point Circle Algorithm: Draws using 1/8th symmetry and replicates.

Midpoint Ellipse Drawing Algorithm:

- Similar to circle, but divided into two regions based on the slope.

I/O Devices:

- Random Scan: Draws graphics line by line.

- Raster Scan: Fills pixels row-wise using frame buffer.

- Frame Buffer: Memory to store pixel info.

- Persistence: How long pixel glows after the beam is removed.

- Resolution: Number of pixels per inch.

- Character Generation: Process to draw/display characters on screen.

UNIT 2: Scan Conversion and Transformations

Scan Conversion:

- Line: DDA and Bresenham

- Circle: Bresenham Midpoint Algorithm

- Ellipse: Midpoint Ellipse Algorithm

- Arc, Sector: Parts of circle/ellipse

- Polygon: Converted using Scan Line Algorithm

- Region/Area Filling: Filling inside polygon

- Boundary Fill: Recursive fill till boundary

- Flood Fill: Fill till different color

- Aliasing: Jagged lines due to pixel approximation

- Anti-Aliasing: Smooths out jagged lines

2D Transformations:
Computer Graphics and Multimedia - Notes (Units 1 to 3)

- Translation: Move (x+tx, y+ty)

- Scaling: Resize (x*sx, y*sy)

- Rotation: Rotate about origin or point

- Shearing: Slanting transformation

- Reflection: Mirroring

- Homogeneous Coordinates: Add '1' to make matrix operations possible

- Composite Transformation: Combine multiple transformations

- Rotation About Arbitrary Point: Translate, rotate, translate back

3D Transformations:

- Translation, Scaling, Rotation (X, Y, Z axis)

- Rotation about arbitrary axis: Complex transformation using matrix and angles

UNIT 3: 2D Viewing, Clipping and Projection

2D Viewing:

- Window: Area of interest in world coordinates

- Viewport: Display screen area

- Window to Viewport Transformation: Maps world to screen

- Graphics Pipeline: Steps from 3D modeling to 2D rendering

- Panning: Move view window

- Zooming: Scale view

Line Clipping:

- Cohen-Sutherland: Region codes and decision logic

- Liang-Barsky: Parametric approach using inequalities

Polygon Clipping:

- Sutherland-Hodgman: Convex polygons

- Weiler-Atherton: Concave/complex polygons


Computer Graphics and Multimedia - Notes (Units 1 to 3)

3D Clipping:

- Normalized View Volume: Cube space for standard clipping

- Viewport Clipping: Final screen clipping

- Homogeneous Coordinates: Advanced math for 3D clipping

Projection:

- Parallel Projection: Orthographic and Oblique

- Perspective Projection: 1, 2, 3 vanishing points; realistic view

You might also like